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Chih-Chang Yu; Leon Yufeng Wu – Educational Technology & Society, 2024
This study presents a new blended learning model that combines a computer-assisted learning system called Cognitive Apprenticeship Programming Learning System (CAPLS) with instructor co-teaching in an introductory programming course. CAPLS, as its unique aspect, functions as a master in cognitive apprenticeship, guiding learners throughout their…
Descriptors: Programming, Computer Science Education, College Entrance Examinations, Mathematics Tests
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Tsai, Meng-Jung; Wang, Ching-Yeh – Journal of Educational Computing Research, 2021
To explore the role of design thinking in contemporary computer literacy education, this study aimed to examine the relationship between young students' design thinking disposition and their computer programming self-efficacy. To assess students' design thinking disposition, this study developed the Design Thinking Disposition Scale (DTDS) with a…
Descriptors: Design, Thinking Skills, Computer Science Education, Computer Literacy
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Cheng, Po-Jen; Liao, Yuan-Hsun; Yu, Pao-Ta – International Review of Research in Open and Distributed Learning, 2021
With rising societal interest in the subject areas of science, technology, engineering, art and mathematics (STEAM), a micro:bit robotics course with an online group study (OGS) system was designed to foster student learning anytime and anywhere. OGS enables the development of a learning environment that combines real-world and digital-world…
Descriptors: Robotics, Grade 5, Elementary School Students, Teaching Methods
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Chang, Chih-Kai; Yang, Ya-Fei; Tsai, Yu-Tzu – Education for Information, 2017
Previous research indicates that understanding the state of learning motivation enables researchers to deeply understand students' learning processes. Studies have shown that visual programming languages use graphical code, enabling learners to learn effectively, improve learning effectiveness, increase learning fun, and offering various other…
Descriptors: Programming Languages, Student Motivation, Questionnaires, Correlation
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Lin, Che-Li; Liang, Jyh-Chong; Su, Yi-Ching; Tsai, Chin-Chung – Journal of Educational Computing Research, 2013
Teacher-centered instruction has been widely adopted in college computer science classrooms and has some benefits in training computer science undergraduates. Meanwhile, student-centered contexts have been advocated to promote computer science education. How computer science learners respond to or prefer the two types of teacher authority,…
Descriptors: Foreign Countries, Computer Science Education, Majors (Students), Undergraduate Students
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Chang, Chih-Kai; Chen, Gwo-Dong; Hsu, Ching-Kun – Turkish Online Journal of Educational Technology - TOJET, 2011
In order to encourage students to participate in online learning forums, prompt responses to their questions are essential. To answer students' online questions, teaching assistants are assigned to manage discussions and answer questions in online learning forums. To minimize the response time, many teaching assistants may be needed to interact…
Descriptors: Electronic Learning, Reaction Time, Online Courses, Labor
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Hung, Yen-Chu – Journal of Educational Computing Research, 2012
The instructional value of web-based education systems has been an important area of research in information systems education. This study investigates the effect of various teaching methods on program design learning for students with specific learning styles in web-based education systems. The study takes first-year Computer Science and…
Descriptors: Foreign Countries, Control Groups, Experimental Groups, Programming
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Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning